RESOLVE FX · KEY

3D Keyer.

Sample first.
Clean the right thing.

3D Keyer is easiest to control as a five-stage pipeline: sample the screen, choose the color/behavior model, refine chroma and luma range, clean the resulting alpha, then return to RGB for despill and final compositing. Most broken keys come from using a late-stage control to hide an earlier-stage error.

01 / SAMPLE

Stroke · Add · Subtract

02 / MATTE

B/W → Finesse

03 / RGB

Despill → Composite

Use the lab as a diagnostic exercise: add screen shadow/highlight samples, watch the B/W matte, then return to Final Composite. The math is explicitly approximate and independent from Resolve.

3D KEYER LAB / TEACHING MODEL3 SAMPLES
ALPHA HIGHLIGHT B/WYUV · Flat
BG leak0%Subject loss13%
Sampling + matte cleanup

The sample buttons stand in for Viewer strokes. The synthetic scene intentionally includes screen shadow/highlight variation, spill-contaminated edges and one legitimate green subject detail so over-keying becomes visible.

Concept model only

This lab is an independent educational approximation built from public color-space math. It does not reproduce or claim Resolve’s private 3D Keyer sampling geometry, Matte Finesse filters, morphology or despill implementation.

COLOR / RESOLVE FX · KEY

Seven actual Inspector captures + an independent keying teaching model.

4 color spaces · 3 outputs

01FIVE STAGES, THREE SIGNAL TYPES

Selection, alpha and foreground RGB are related—but not interchangeable.

The safest mental model is directional: sample → range → matte → edge color → composite. Move backwards when the cause is upstream.

The sample defines the problem

3D Keyer does not start with Clean Black or Blur Radius. First you sample representative screen colors with strokes, then add or subtract ranges as needed. If a sample crosses skin, hair or clothing, later controls are cleaning an already-wrong selection. When the matte falls apart, inspect strokes and Color Space before reaching for Matte Finesse.

The matte needs its own view

Final Composite can hide the cause of a failure: a gray edge may look like spill, a hole like dark texture, and unwanted transparency like bad light wrap. Alpha Highlight B/W separates alpha geometry from RGB so you can decide whether sampling, Key Adjustments or Matte Finesse needs work. Despill and background integration come after that diagnostic pass.

Selection, matte and RGB are separate layers

Chroma/Luma Adjustments change the selected range. Matte Finesse changes density and shape in the resulting alpha. Despill changes foreground edge color but does not make the matte more correct. Garbage Matte constrains space without improving the key inside the retained area. Keeping these stages separate makes a key easier to repair and avoids extreme values on one compensating slider.

Official sampling behavior: Blackmagic Design · 3D Keyer ↗

02THE ACTUAL RESOLVE 21 PANEL

Seven captures, organized by what each control is allowed to change.

Captured numbers document one Inspector state. They are references for the interface—not recommended universal values, ranges or presets.

01 · SAMPLE

Selection strokes and base logic

Sample Eyedropper / Add / Subtract

The main eyedropper defines the initial screen-color range; adjacent tools add samples to or subtract them from the current range. On the Edit page, onscreen sampling uses the Open FX overlay. Several genuinely different screen regions are safer than one long stroke crossing mixed lighting.

CheckDo not cross foreground detail with a stroke; delete a bad stroke or Reset and rebuild when the sample is compromised.

Invert

Invert swaps the opaque and transparent sides of the existing key. It does not improve sampling or clean gray edges; it only reverses matte meaning.

CheckAfter Invert, verify Alpha Highlight B/W and the downstream composite.

Stroke · Delete Stroke · Reset

Stroke addresses stored sampling paths; Delete Stroke removes the selected path, while Reset clears sampled colors while retaining the general control setup. This is safer than compensating for a bad sample with extreme adjustments.

CheckAfter changing Color Space, compare from a clean sample instead of carrying an old accumulated range forward.

02 · MODEL

Behaviour Options

Color Space · YUV / HSL / HSP / Lab

Color Space sets the representation used to evaluate the keyed color range. YUV is shown in the capture; HSL, HSP and Lab provide alternative separation geometry when screen and foreground overlap poorly in one representation.

CheckChanging Color Space is a reason to rebuild the sample, otherwise the comparison mixes two models with one stale selection.

Soft · Flat · Tight · Luma

Soft gives a gentler falloff around the sampled range; Flat is a practical green/blue-screen starting behavior; Tight stays closer to the exact sampled color; Luma shifts the task toward luminance separation. These are behavior models, not four finished quality presets.

CheckIf luminance separation is doing the work, consider whether Luma Keyer is the clearer specialized tool.

Despill

Despill suppresses screen-color contamination in foreground RGB, especially on hair, skin, translucent fabric and reflections. It belongs to composite color, not alpha geometry.

CheckStabilize the matte first. Excessive Despill can gray edges and remove legitimate green or blue subject color.

03 · VIEWER DIAGNOSTICS

Usage Options

Show Paths · Smart Show Paths

Show Paths keeps sampling paths visible in the Viewer. Smart Show Paths displays a path while drawing and hides it after the stroke, keeping the Viewer cleaner during repeated sampling.

CheckThis is diagnostic display state, not matte processing. Use paths to find accidental strokes crossing the foreground.

Auto B/W Highlight

Auto B/W Highlight automatically presents black-and-white alpha during sampling so the effect of a new stroke can be judged immediately. It is enabled in the capture.

CheckGray matte values are not automatically wrong: hair, motion blur and transparency can legitimately be semi-transparent.

Show Key Map · Key Map Zoom

Show Key Map visualizes the selection in a color/brightness map; Key Map Zoom enlarges that diagnostic map rather than the image or matte. The capture shows Show Key Map off with Zoom at 0.500.

CheckUse the Key Map when Tolerance/Shift/Rotate feel blind; it helps reveal what is actually moving in the selection.

04 · RANGE REFINEMENT

Key Adjustments · Chroma + Luma

Chroma Tolerance

Chroma Tolerance expands or contracts the accepted color volume around sampled colors. Raise it in small steps while viewing Alpha Highlight B/W: the goal is to cover screen variation, not every similar foreground hue.

CheckIf Tolerance must become very large, add a clean sample or reconsider Color Space/selection geometry instead of expanding endlessly.

Chroma Softness · Adaptive Chroma Softness

Chroma Softness defines the transition around the Tolerance boundary. Adaptive Chroma Softness helps keep behavior consistent across saturated and desaturated areas; it is enabled in the capture, with Chroma Softness shown at 25.0.

CheckSoftness helps hair and motion blur, but an overly wide transition makes foreground alpha gray too far inside the true edge.

Chroma Tilt · Chroma Shift · Chroma Rotate

Tilt, Shift and Rotate reposition or orient the existing chroma selection instead of uniformly widening Tolerance. This is useful when a screen cluster is stretched by mixed light, tint or camera response.

CheckMake small changes with Key Map or B&W preview. Large geometric corrections often indicate a poor sample or unsuitable Color Space.

Luma Low · Luma High · Low Softness · High Softness

Luma Low and Luma High set luminance boundaries, while Low/High Softness control the transitions at those boundaries. They can reject very dark or bright regions that resemble the screen in chroma without widening the color tolerance.

CheckDo not remove legitimate semi-transparent detail merely to make a perfectly binary matte. Check the result on the replacement background.

05 · MATTE CLEANUP

Matte Finesse · Bank 1

Pre Filter

Pre Filter can stabilize compression chatter and fine chroma noise before later matte processing. The capture shows 0.200. It is not general image denoising; too much filtering removes hair and edge texture before cleanup.

CheckUse the minimum needed value and inspect fine detail at 100% viewer scale.

Clean Black

Clean Black gently pushes gray contamination in the background matte toward black. It is the first choice for weak speckle or holes on the transparent side before hard Black Clip.

CheckIf hair or motion blur disappears, revisit sampling or Key Adjustments instead of increasing cleanup further.

Clean White

Clean White gently strengthens gray regions inside the foreground matte toward denser white. It is useful for small holes in the opaque subject core but should not turn legitimate transparency into solid alpha.

CheckJudge hair, glass, motion blur and translucent fabric separately from the opaque core.

Black Clip · White Clip

Black Clip and White Clip hard-collapse remaining alpha gradations toward black or white. The capture shows Black Clip at 0.0 and White Clip at 100.0—a starting state that preserves maximum gradation.

CheckLeave clipping until after Clean Black/White. It can quickly destroy fine hair, translucent edges and motion blur.

Blur Radius · In/Out Ratio

Blur Radius softens the already-built alpha, while In/Out Ratio biases that edge treatment inward or outward. Their job is to match the digital edge to the shot optics, not to hide poor sampling.

CheckToo much blur creates a halo. Judge it over the actual replacement background, not only in the B&W matte.

06 · CONSTRAIN + OUTPUT

Garbage Matte and Output

Garbage Matte · Matte Shape · None / Rectangle / Ellipse

Garbage Matte provides a coarse spatial constraint. None adds no constraint; Rectangle and Ellipse are useful when stands, screen edges or set pieces outside the subject should not be solved by color.

CheckGarbage Matte does not repair the edge inside the retained region and does not replace a tracked Power Window for complex moving constraints.

Output · Alpha Highlight · Alpha Highlight B/W · Final Composite

Alpha Highlight keeps image context while exposing transparency; Alpha Highlight B/W displays the matte directly; Final Composite returns the result over the underlying image. These serve three distinct jobs: color/edge diagnosis, alpha diagnosis and final composite judgment.

CheckDo not finish a key from Final Composite alone: inspect the B&W matte first, then return to the beauty image for Despill and edge integration.

03DO NOT KEY FROM THE BEAUTY IMAGE ALONE

Three Output modes answer three different questions.

A believable Final Composite can still hide a damaged alpha. Diagnose matte geometry first, then edge color, then integration.

01

Alpha Highlight

RGB context + transparency cue

Useful for edge color and residual screen contamination because the foreground stays readable while transparency is highlighted.

Look for green or blue fringe that a B&W matte cannot reveal as a color problem.

02

Alpha Highlight B/W

black = transparent · white = opaque

The primary diagnostic mode for holes, gray background contamination, lost hair and unwanted opacity.

Judge physical plausibility rather than perfect binarization: hair and motion blur can legitimately be gray.

03

Final Composite

foreground ⨉ alpha + background

The final check for how edge treatment, Despill and semi-transparency behave over the real replacement background.

A/B a contrasting and a similar-color background; edge failures often appear on only one of them.

Black/white is diagnostic, not aesthetic. Fine hair, motion blur, glass and smoke can be physically correct as gray alpha; forcing everything to black or white often makes the final composite worse.

04EARLIEST-CAUSE WORKFLOW

Repair the earliest stage that actually caused the defect.

Sampling errors should not be repaired with clipping; spill should not be repaired by eroding the matte. The graph makes that separation explicit.

3D KEYER / PIPELINE LOGIC
Teaching workflow for Resolve FX 3D Keyer.INPUTGREEN / BLUE SCREENSAMPLESTROKES + COLOR SPACERANGECHROMA + LUMAMATTEFINESSE + GARBAGEOUTPUTDESPILL + COMPOSITE
02 / 05

Build the selection first

Use representative strokes, then compare Color Space or behavior only if the subject and screen still overlap. Rebuild samples after a major model change.

Teaching workflow, not a literal Resolve node graph. The important rule is direction: fix an error at the earliest stage that actually caused it, then re-check alpha before returning to RGB/composite.

Related: Qualifier / Windows / Tracker ↗ · Fusion DKeyer ↗

05REPEATABLE KEYING TASKS

Four exercises with an acceptance check.

Each recipe names the stage being solved, so you can tell when a control is being used outside its real responsibility.

01

Even green screen

Build a stable key without aggressive cleanup.

PreparePlace 3D Keyer on a dedicated node/clip and enable the Open FX overlay for sampling.

  1. 01

    Start with YUV + Flat and take several clean samples across different parts of the green screen.

  2. 02

    Switch to Alpha Highlight B/W and add samples before widening Chroma Tolerance.

  3. 03

    Tune Tolerance/Softness minimally, then use Clean Black/White only for residual contamination.

  4. 04

    Return to Final Composite and add only as much Despill as the RGB edge requires.

Acceptance check

The background is transparent, the opaque subject core is solid, hair/motion blur retain natural gradation, and the edge is not gray.

02

Uneven screen

Cover screen variation without capturing similar foreground colors.

PrepareStay out of Final Composite during diagnosis and use B&W plus Key Map.

  1. 01

    Sample bright, mid and shadowed parts of the screen separately.

  2. 02

    If separation remains poor, Reset and compare another Color Space instead of using huge Tolerance.

  3. 03

    Use Tilt/Shift/Rotate as fine selection-geometry corrections, not random sliders.

  4. 04

    Use Luma Low/High only for brightness regions that genuinely interfere with chroma separation.

Acceptance check

All screen regions reach the black matte while similarly colored foreground remains white without hard clipping.

03

Hair and motion blur

Preserve edge detail instead of creating a sterile cutout.

PrepareUse a contrasting replacement background so halos and chatter are obvious.

  1. 01

    Return to sampling if hair is already lost before Matte Finesse.

  2. 02

    Tune Chroma Softness on the real edge and compare Adaptive Softness On/Off.

  3. 03

    Keep Clean Black/White below the point where fine strands become a binary matte.

  4. 04

    Add Blur Radius only for optical matching and recheck In/Out Ratio after blur.

Acceptance check

Fine hair and motion blur retain semi-transparent structure while background contamination does not chatter over time.

04

Final key QC

Separate matte defects, RGB spill and compositing defects before delivery.

PreparePrepare B&W matte, Alpha Highlight and Final Composite as three sequential checks.

  1. 01

    In Alpha Highlight B/W inspect background, core and edge separately.

  2. 02

    In Alpha Highlight inspect edge color and residual screen contamination.

  3. 03

    In Final Composite judge halo, defocus, light direction and replacement-background fit.

  4. 04

    Review motion rather than one still; chatter and temporal holes are often invisible on a freeze-frame.

Acceptance check

Every observed defect can be assigned to sampling/range, matte cleanup, RGB despill or composite and repaired at the correct stage.

06NOT EVERY KEY NEEDS 3D KEYER

Choose the keying model that matches the separation problem.

Stroke sampling, explicit HSL qualification, luminance keying and downstream alpha morphology solve different jobs. Using the simplest sufficient tool makes the pipeline easier to audit.

ToolWhat it is best atUse it when
3D KeyerStroke-based multidimensional color sampling + integrated matte cleanupGreen/blue screen or difficult sampled color ranges benefit from direct strokes and dedicated alpha diagnostics
HSL Keyer ↗Explicit Hue/Saturation/Luminance controls with transparent manual secondary-isolation logic.When manually shaping hue/saturation/luma ranges matters more than stroke-based multidimensional sampling.
Luma Keyer ↗A luminance-only key with a simpler brightness-based mental model.When foreground/background separate by brightness and chroma sampling only adds complexity.
Alpha Matte Shrink and Grow ↗A dedicated morphology operation for an already-existing alpha.When the key already exists but downstream matte geometry needs separate controlled correction.

07WHEN THE KEY FALLS APART

Most failures point to a specific upstream stage.

Do not random-walk through every slider. Classify the defect in B/W, identify its stage, make one family of changes, then re-check the matte.

01Gray islands remain in the background

First confirm that this screen variation is represented in the samples. Then use a small Chroma Tolerance or relevant luma-range adjustment. Use Clean Black afterward and reserve Black Clip for the final cleanup step.

02Hair disappears while the matte looks perfectly clean

Reduce Clean Black/White and clipping, then inspect Chroma Softness and the original sample. A semi-transparent edge does not need to be binary; judge it in the composite and in motion.

03The edge turns gray after removing green spill

Back Despill down. It changes RGB, not alpha. If the edge was already bad before Despill, repair sampling or matte; if alpha is good, find the minimum Despill that removes contamination without stripping legitimate color.

04Chroma Tolerance has to become enormous

Reset and compare more representative samples or another Color Space. Large Tolerance often captures foreground faster than it fixes screen variation; Tilt/Shift/Rotate may be more precise when the cluster is merely shifted or tilted.

05The still looks good but the matte chatters in motion

Inspect compression/chroma noise, Pre Filter and sample consistency across adjacent frames. Do not treat temporal chatter with Blur Radius alone; it softens the edge but does not solve frame-to-frame selection instability.

06Final Composite looks fine but downstream alpha breaks

Switch to Alpha Highlight B/W and verify that the matte itself is correct rather than hidden by a similar replacement background. After Invert or Garbage Matte, explicitly check downstream Key Output/compositing.

Keep the keyer on a dedicated node

Sampling/range/matte are easier to compare and bypass when they are not mixed with creative grading. RGB matching and the final look are cleaner downstream.

Check multiple backgrounds

Dark, bright and similar-hue backgrounds reveal different halos and fringes. One forgiving replacement can hide a matte defect.

Review real motion

Hair, motion blur, compression noise and changing spill are temporal phenomena. Final QC should include playback and a short export, not only a paused Viewer.

SELF-CHECK0 / 8

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08FAQ

Practical 3D Keyer questions.

Is 3D Keyer the same as the 3D Qualifier?

No. The multidimensional color-sampling idea is related, but Resolve FX 3D Keyer is a standalone effect with its own sampling tools, Behaviour/Usage/Key Adjustments, Matte Finesse, Garbage Matte and Output. The Color-page Qualifier builds a node qualifier signal.

Which Color Space should I try first?

YUV is a sensible starting point and is the one shown in the current capture. If foreground and screen separate poorly, compare HSL/HSP/Lab after Reset with freshly built samples instead of rescuing one space with extreme sliders.

Why not reach for Clean Black immediately?

Because Clean Black processes an already-generated alpha. If the problem is the sample or color range, cleanup can make the image look cleaner while destroying hair and transparency. Fix selection first, matte cleanup second.

How is Alpha Highlight different from Alpha Highlight B/W?

B/W shows the matte itself and is better for holes and opacity. Alpha Highlight preserves more RGB context and is better for edge color and residual spill. Final Composite is for judging integration with the replacement background.

Does Garbage Matte replace a Power Window?

No. Rectangle/Ellipse inside 3D Keyer are useful for simple coarse restriction. Complex shape, precise tracking or separate node logic is usually clearer with a Power Window or another matte tool.

Should alpha be perfectly black and white?

Only where the material is truly opaque or transparent. Hair, motion blur, glass, smoke and other partially transparent regions should retain gradation. Matte quality is defined by edge physics and the composite, not by the beauty of a binary image.

09SOURCES & BOUNDARIES

Current UI is verified from Resolve 21 captures; stable behavior is cross-checked against Blackmagic documentation.

The interactive lab is intentionally independent. It demonstrates why sampling, tolerance, softness, matte cleanup and despill are separate decisions, but it does not claim Resolve’s proprietary distance metrics, key-map geometry, morphology, filtering or despill math.